A Virtual Reality Rehabilitation Training System Based on Upper Limb Exoskeleton Robot

Author(s):  
Jinyu Zheng ◽  
Ping Shi ◽  
Hongliu Yu
2021 ◽  
Vol 2021 ◽  
pp. 1-7
Author(s):  
Jing Chen

In order to make most patients recover most of their limb functions after rehabilitation training, virtual reality technology is an emerging human-computer interaction technology, which uses the computer and the corresponding application software to build the virtual reality environment. Completing the training tasks in the virtual environment attracts the patients to conduct repeated training in the game and task-based training mode and gradually realizes the rehabilitation training goals. For the rehabilitation population with certain exercise ability, the kinematics of human upper limbs is mainly analyzed, and the virtual reality system based on HTC VIVE is developed. The feasibility and work efficiency of the upper limb rehabilitation training system were verified by experiments. Adult volunteers who are healthy and need rehabilitation training to participate in the experiment were recruited, and experimental data were recorded. The virtual reality upper limb rehabilitation system was a questionnaire. By extracting the motion data, the system application effect is analyzed and evaluated by the simulation diagram. Follow-up results of rehabilitation training showed that the average score of healthy subjects was more than 4 points and 3.8 points per question. Therefore, it is feasible to perform upper limb rehabilitation training using the HTC VIVE virtual reality rehabilitation system.


2017 ◽  
Vol 9 (12) ◽  
pp. 168781401774338 ◽  
Author(s):  
Jianhai Han ◽  
Shujun Lian ◽  
Bingjing Guo ◽  
Xiangpan Li ◽  
Aimin You

2018 ◽  
Vol 2018 ◽  
pp. 1-6 ◽  
Author(s):  
Baofeng Gao ◽  
Chao Wei ◽  
Hongdao Ma ◽  
Shu Yang ◽  
Xu Ma ◽  
...  

As an important branch of medical robotics, a rehabilitation training robot for the hemiplegic upper limbs is a research hotspot of rehabilitation training. Based on the motion relearning program, rehabilitation technology, human anatomy, mechanics, computer science, robotics, and other fields of technology are covered. Based on an sEMG real-time training system for rehabilitation, the exoskeleton robot still has some problems that need to be solved in this field. Most of the existing rehabilitation exoskeleton robotic systems are heavy, and it is difficult to ensure the accuracy and real-time performance of sEMG signals. In this paper, we design a real-time training system for the upper limb exoskeleton robot based on the EMG signal. It has four main characteristics: light weight, portability, high precision, and low delay. This work includes the structure of the rehabilitation robotic system and the method of signal processing of the sEMG. An experiment on the accuracy and time delay of the sEMG signal processing has been done. In the experimental results, the recognition accuracy of the sEMG is 94%, and the average delay time is 300 ms, which meets the accuracy and real-time requirements.


2021 ◽  
Vol 2021 ◽  
pp. 1-6
Author(s):  
Yang Han

This paper aims to explore the influence of virtual reality technology interactive rehabilitation training system and PT and OT operation therapy on the exercise function, daily life activity ability (ADL), and the quality of life in patients with a sports injury. In this context, this paper mainly designed three experiments to test the virtual rehabilitation system: two action experiments (experiment 1), two experiments with actions in 3 different positions (experiment 2), and five different actions (experiment 3), and the motion intention recognition rate, average total time, and task completion degree of the three experiments were calculated. The virtual scene and hardware equipment were kept stable, and the human-machine interaction effect was good. The effectiveness of the proposed virtual reality rehabilitation training system is demonstrated from other aspects. The results showed that the average completion time of 5 volunteers was 57.72 seconds, with an average offline accuracy of 89.03%. In experiment 2, the five volunteers averaged 54.98 seconds, with an average offline accuracy of 91.73%. The average recognition accuracy of the training system reached 90%, demonstrating the effectiveness of the virtual reality rehabilitation training system in terms of motor intention recognition rate, average total use time, and task completion.


Author(s):  
Brahim Brahmi ◽  
Khaled El-Monajjed ◽  
Mohammad Habibur Rahman ◽  
Tanvir Ahmed ◽  
Claude El-Bayeh ◽  
...  

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